+3 melee attack damage per level. The go-to combat potion.
3:00 potions become 8:00, 1:30 become 4:00. Resets a glowstone boost.
Stronger effect, shorter duration. Resets a redstone extension.
Swiftness and Leaping to Slowness, Healing and Poison to Harming, Night Vision to Invisibility, water to Weakness.
Throwable. The only way to apply effects to other mobs and players directly.
Leaves an effect cloud for 30 seconds. Lingering potions craft tipped arrows.
Pick what you want to end up with (splash, lingering and tipped-arrow versions included) and get the exact brewing order.
What each ingredient brews and where to get it. Base starts the chain, effect ingredients go into awkward potions, modifiers change a finished potion.
Craft a brewing stand from 1 blaze rod and 3 stone-tier blocks (cobblestone, blackstone or cobbled deepslate). Blaze rods drop from blazes in nether fortresses, so a fortress trip comes before any brewing.
The stand burns blaze powder, loaded in the top-left slot. One powder fuels 20 brewing operations. No fuel, no brewing: the arrow stays gray until you add powder.
Every operation processes all three bottle slots at once for the same time and fuel. Always brew three water bottles: three Strength potions cost exactly as much as one.
Each ingredient takes 20 seconds to brew. A full potion is usually 2 steps (40s): nether wart, then the effect ingredient. Each modifier adds another 20 seconds.
Fill bottles from any water source or a cauldron, drop them into the three bottom slots, and put the ingredient in the top slot. The same ingredient brews into all three bottles simultaneously. You can keep a finished potion in the stand and keep modifying it: awkward, then ingredient, then glowstone, then gunpowder is a perfectly valid chain that ends in three Splash Potions of Strength II.
Water bottle → nether wart → awkward potion → one effect ingredient. That pattern makes almost every potion in the game; modifiers tune it from there.
Almost every potion follows the same three-step pattern: water bottle, then nether wart to make an awkward potion, then one effect ingredient to set the effect. Sugar makes Swiftness, blaze powder makes Strength, a golden carrot makes Night Vision, and so on through 15 effect ingredients. The only exception is Weakness, which is brewed by adding a fermented spider eye straight to a water bottle.
After the effect is set, modifiers tune the potion. Redstone dust extends the duration (a 3:00 potion becomes 8:00) and glowstone dust boosts potency to level II at the cost of duration. The two are exclusive: adding one resets the other, so a potion can be long or strong but never both. Fermented spider eye corrupts certain potions into different effects, which is the only way to get Slowness, Harming and Invisibility.
Finally, delivery: gunpowder turns any potion into a throwable splash potion, and dragon's breath turns a splash potion into a lingering potion that leaves an effect cloud. Surround a lingering potion with 8 arrows in a crafting table and you get 8 tipped arrows that apply the effect on hit. Every potion on the chart above can take all three forms.
Fill a glass bottle with water, brew nether wart into it for an awkward potion, then add one effect ingredient: blaze powder for Strength, sugar for Swiftness, a golden carrot for Night Vision, and so on. Redstone extends the duration, glowstone bumps it to level II, and gunpowder turns it into a splash potion.
Brew nether wart into water bottles to get awkward potions, then brew blaze powder into the awkward potion. That gives Strength (+3 attack damage) for 3:00. Add glowstone dust for Strength II (+6 damage, 1:30) or redstone dust for an 8:00 version.
It corrupts potions: Swiftness or Leaping become Slowness, Healing or Poison become Harming, and Night Vision becomes Invisibility. Brewed directly into a water bottle it makes a Potion of Weakness, the only potion that skips the awkward base.
Brew gunpowder into any finished potion. Splash potions are thrown and affect everyone in the blast area, which is the only way to apply effects to other players and mobs. Add dragon's breath to a splash potion to make a lingering potion that leaves a 3-block effect cloud for 30 seconds.
The required base for almost every potion: water bottle + nether wart. It does nothing when drunk; its whole job is to accept an effect ingredient in the next brew. If your ingredient will not go into the bottle, you usually skipped the nether wart step.
Nothing. They are dead ends with no effect and no recipes that use them. You get a mundane potion by brewing a common effect ingredient straight into water, and a thick potion from glowstone dust in water. If you brewed one, you spent the ingredient for nothing: start over with nether wart.
20 seconds per ingredient, for all three bottles at once. A standard potion is two brews (40 seconds), and each modifier like redstone, glowstone or gunpowder adds another 20 seconds. One blaze powder fuels 20 operations.
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